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  1. Ref_tags are not counted towards entity limit AFAIK. At least they don't show up when using /entitylist command, so it shouldn't be a problem using them instead of vectors. It's easier to rearrange stuff when using visible entities in the editor, instead of changing numbers in script everytime. ?
  2. I've never had that problem until today. I wanted to save another 4 entities by deleting redundant target_scriptrunners and using "useScript" key instead. I had a simple script moving objects between ref tags, in specified order and with precise time intervals. For some reason, using "useScript" instead of target_scriptrunner messed up the order in which object had been moving prieviously. It is as you said, loop has somehow rearranged blocks here and there, for example moving "wait" line several blocks ahead, creating longer pause between moves and then speeding up other motions. Then, just t
  3. I've used your script as a template and I've created very simple worldspawn timer, which would play a sound after each 15 seconds. By doing so I discovered that the source of my problems was the mod I was using. It seems that OJP for some reason won't recognise operators and treats "+1" just like "1". On basejka my counter worked flawlessly. Duh. It's disappointing, but I cannot change that without messing with source code of said modification, which would be an overkill at that point. I had to find a clever alternative to initial idea and so I did. Instead of using one global variable, I
  4. I'm using script_targetname and /developer 1 indeed helps a lot, fortunately I knew that before. I decided to ignore that issue with triggers and I'll use func_doors and geometry to physically separate triggers from players and block them that way. Everything would work right now if not for another issue - I wanted to use one global variable and operate it by adding value to it, step by step. I made a new variable, flagged is as a FLOAT, but for some reason it's ignoring math operators. Is this some kind of a bug, or am I doing something horribly wrong? definition of a variable, used with
  5. Thanks, that's a lot of good info right here. Totally forgot about "usescript" key. I took some time to follow your advice and figured out how to make global variables and use deathScript to affect them. That part seems to be working good, but I failed at everything else. First, I spent hours to discover that affecting turrets with scripts unables them to be deactivated by func_door AFTER using a script. It just won't work, as long as there is a script affecting these turrets still running (even after passing that line of code which was connected to turrets). Next, I tried making a simplest po
  6. Parm count stays even after turret is destroyed. I would have to reset it anyway, but I wanted to answer your question. I'll try to explain what we're dealing here with, if that would help. I have a room with 4 turrets. Each turret is deactivated and hidden behind func_door shutter. After activating trigger by "use" key, player will start one of 4 different scenarios. Each scenario differs in amount of turrets that would activate - option number 3 activates 3 turrets, option number 1 activates only 1 turret, etc. Upon activation, shutters will move, revealing turrets to a player, and acti
  7. I'm trying to create a script which would wait for an input from normal entities (like func_door or anything with „target” parameter). I know that most scripts rely on something completely different – entities are adressing target_scriptrunner to start a script, script does what it does and it ends. The only input from standard entity in that scenario works as a starter, not as a variable somewhere in the middle of a script. In my case, I have a misc_turretg2 which can fire „target” after exploding and I want that event to be registered by script and counted. I know that I can approach that pr
  8. @@Apprentice Yep, MAX_ORIGINAL_EDGES and MAX_EDGE_LINES are very similar, but after several tests (again, trial and error, so it took hours), I somehow found the real reason. MAX_EDGE_LINES error was connected to that limit of total unique edges, which is 65536 or so. I was wrong in my previous reply, when I counted total verts, which is not the cause of said error. Its the sum of two values from FixTJunctions stage - axial edge lines and non-axial edge lines. Hitting the total limit would result in MAX_EDGE_LINES. My error, which was MAX_ORIGINAL_EDGES seems to be the indicator of another lim
  9. Rotating brushes in Radiant often creates deformed shapes, with vertexes placed completely out of the grid, so I avoided that in all of my projects. If I had to rotate something, I would do it manually or by creating ASE, if really necessary. I also avoided brushes with too many sides, with cutting too complicated shapes into smaller brushes, with 3 or max 4 sides per brush, so that shouldn't be the case. I spent last night researching similar kind of stuff. Patches are not that bad in terms of original edges, which I will explain at the end of this reply. Spawnflags are mess.
  10. Hi everyone. After a long break, I started to experiment with Radiant once again, making some preparations for future projects and ideas. Long story short - I ended up with really complicated map, mainly in spirit of testing the limits of q3map2 engine. I was confident enough to keep on adding stuff, since brush count was still around 10k. I divided my experimental project into several .map files, so I could manage everything easier. Segments were optimized - detail and structural brushes were used, some .ASE objects were added in place of rotated and often broken brushwork, I also avoided p
  11. The error was a source of your problems (maybe not the only one, but still). I had that before, it looked exactly as you described. MAX_TW_VERTS will disrupt compiling, which results in skipping lighting stage. To avoid this, clean your map - make all non-essential brushes detail, use structural brushes for boxes, do everything as IrocJeff said.
  12. As far as I know, You would have to make a new npc file. jedi_random.npc (assets1.pk3\ext_data\npcs\) has several models written in it, which makes that file different from other npc files. It's not difficult. Just copy random npc file, name it whatever-you-want, open it (use notepad or other txt editor), delete everything inside. You have a blank npc file. Open other files of your choice, copy whatever is inside them, paste it all to your blank file (don't mess up txt formating). Every time you use /npc spawn whatever-you-want, game should use one of your npcs. Remember to put your file bac
  13. 777 downloads

    Release Date: 18.11.2016 Filesize: ~12MB Story background: As invasion moves forward, Sith forces had managed to break thin line of Alliance defenses and are directly threating Dac system. Small strike team from local garrison slipped through enemy's security systems. Few Jedi Knights are trying to reach bridge deck, before invasion starts. Eliminating Sith leader just in time might save whole planet from total annihilation... Description: Play as a Jedi (BLUE team) or Sith forces (RED team) on this TFFA map. The fate and the result of this extremely important clash is in your hands. Map was
  14. You can also use func_door on your button/brush, select tickbox "force_activate" and give it timer, so It would return to its starting position after defined amount of time. Then, use "opentarget" key, so your bridge (another func_door) will move just after button reaches it's open (pressed) position. Simple solution.
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